Friday, May 11, 2012

Ogreboro, NC

Huge autonomous cyber-tanks have been reported rolling east out of Carrboro.  Chapel Hill has surrendered, and Durham is understandably anxious.


It would be neat if SJG added a suburban terrain type to Ogre.  Though in the context of BCP armor and tac-nukes, most small towns and neighborhoods would be considered clear terrain anyway, but it would make the maps look cooler.  Like if an Ogrethulhu claimed Ipswitch, for instance:



Thanks to the guy on the SJG forums who did the original map of Ipswitch, I just recolored it here.  But there will be an Ogrethulhu tile set for OgreMap2.0, which is very much a work in progress and the source of the top image. 

13 comments:

HarmlessHamster said...

It would be nice if they added mountainous terrain, tunnels and cliffs to the terrain mix. Being 1500m to a hex makes these things start to matter, don't you think?

Tom said...

They would certainly look cool. I'm not sure how much a cliff or even a mountain matters when you're lobbing futuristic nukes around. I've always looked at each hex as kind of an "average" of the terrain for that 1500 or so sq. meters.

Though the icepick scenario had mountains, and it was at least semi-official. We'll see how this plays out when they start publishing expansions. :)

Jeff Vandine said...

I'm one of your newest fans over on SJG Forums -- someone sent me the link to your OgreMap 1.0 program, and man, is it nice!

Frankly, I'm thinking that a lot of the new terrains I asked for over there on the "create your own maps contest" thread would really be transparent in game terms; that is, their effects would be the same as some already existing terrain, but they would exist to increase the visual variety, pleasure, stimulation (whatever you want to call it) of the maps themselves. Though some, of course, such as Jungle or City Center skyscrapers, or cliffs might provide additional specific effects.

Regardless, I really enjoyed playing around with OgreMap 1.0 and can hardly wait for 2.0. BTW, did you see Steve Jackson's response when the guy posted the link for your program for me? He at least implied he'd be in touch with you and maybe would even provide you the art work for things like roads and whatnot! That would save you a lot of time and effort, I suspect!

Tom said...

Glad you enjoy it. New visuals are cool, but if it changes the rules it needs playtesting. If it's a house rule you can do what you like. :)
botetn

stabliser said...

Tom I've been a fan of OgreMap1.0 for years. I thought it was great, then I found hexdraw, and thought it was great, now I'm stuck between them. If we can add our own terrain to OgreMap2.0 and the resolution of the terrain image is higher than before, I think I'd be over the moon.

Will we be able to have partial transparent features, like wood edges in neighbouring clear hexes? or will it just be a bitmap with trees on clear terrain put on top of the clear terrain, which would require another variation for swamp next to clear etc.

Regarding mountains, they are reasonable to add to the rules, as far as restricting movement is concerned. And if enough of them are close together firing over them is prohibited simply on range grounds. There are some rules already out there (iron mountain, and the scenario played on the necromancer map) but they need to be brought together into definitive rules I guess.

Anyway, thanks for years of fun with OgreMap1.0 I look forward to many more with OgreMap2.0

HarmlessHamster said...
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Tom said...

I'll post a tentative feature list when I'm a bit more organized. Importing (and exporting) images is a priority, as is upgrading the interface.

The "crapulations" (overlaps) are trees/piers/ort on a transparent background. We'll need a matrix to identify what happens when terrain of different types are adjacent.

HarmlessHamster said...

Tom, as one of my professions is desktop publishing and textures, I could create the tile set (with parameters) for your 2.0 version! I would look very seamless and I could make like 8 or 9 different tiles of each terrain type. This would make the map less 'tiled' like and give it a sense of realism, right? I could even go so far as to suggest to put in an option to produce a map with colored dots in the middle of the hex (minus the hex lines) for Battlesuit style maps. What do you think?

stabliser said...

Tom
Would it be possible to print/export maps with edge hexes cut exactly in half? I can see that matching 2 sections of map edges together would be easier with pixel precision rather than scissors precision :)

El Mariachi said...

Sorry for the OT, but I can’t find a contact address…

Is the source for the map editor available? I’m interested in how other people address a hex map — so far I’ve got an array with the hex ID plus objects for each border, but I have a sinking feeling that I’m not going about it the optimal way.

HarmlessHamster said...

I really do love the way you made that map with the numerical IDs as well! How did you do that?

atomic said...

Any progress to report on 2.0? I understand that Real Life gets in the way! Just checking :)

atomic said...
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